<p><br/> Minecraft is an alluringly moving target to try to pin down, and so in order to assess how it is "well-played"-well-designed and iteratively well-redesigned, in this particular case-we need to think more broadly about the approach the developers have taken toward the creation of the game in addition to its formal game mechanics. We shouldn't only look at the game's design, we should also consider the changing goals of its designers and the way players interact, and the implications of these interactions for the game's future development. <a href="">EXTREMECRAFT</a> In this paper, I'll begin by outlining the game, briefly tracking its development process through the Alpha and Beta development stages. Then, I'll isolate the two main gameplay elements-construction and survival-and show how the game's success can be attributed to the interrelations and tensions between these two activities. In the final part, I'll explain how Minecraft's tensions between construction and survival have caused it to be viewed more as a gaming platform, one which is a given by the game's design, and that has led to fascinating experiments in games to learn and game play as an educational space, and games as playgrounds for the exploration of artistic goals.<br/></p>

This user hasn't created any releases yet. Find more releases from other users: